While there is the medical doctor and the military medic, and both suit their roles perfectly, there are times when both are needed at the same instance. The master physician is someone who can fulfill both roles, as they were given the education of the medical doctor but lived the horrendously pragmatic experience of the military medic. The master physician uses aspects of both kinds of medical professional when it suits them, getting what they need even if they need to charm, lie, or bully their way to get it done. With their practical knowledge of the world around them, can save lives without even having the necessary tools of the trade, or by figuring out how to get those tools by whatever means available.
Requirements
Skills: Knowledge (Medicine) 9 ranks,Treat Injury 11 ranks, Survival 4 ranks.
Feats: Medical Adhocª, Skill Emphasis (Treat Injury), Surgery.
ª “Swift’s Campaigns” Home-Brew Feat
Game Rule Information
Vitality: Master Physicians gain 1d6 vitality points per level. The character’s Constitution modifier applies.
Class Skills
The master physician’s class skills, and the key ability for each skill, are as follow (see Chapter Four of Revised Core Rulebook for skill descriptions):
Appraise (Int), Bluff (Cha), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Repair (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Treat Injury (Wis).
*This skill actually encompasses a number of unrelated skills. Each time this skill is learn, a specific category mult also be chosen. Examples include Craft (droids), Knowledge (galactic politics), and Profession (droid programmer).
Skill Points at Each Level: 6 + Int Modifier.
Class Features
All of the following are features of the master physician prestige class:
Starting Feats
The master physician gains the following feats:
Weapon Group Proficiency (simple weapons)
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
| 1st | +0 | +1 | +0 | +0 | Starting feats, field diagnosis +2 | +1 | +1 |
| 2nd | +1 | +2 | +0 | +0 | Contact, Medical mastery | +1 | +1 |
| 3rd | +1 | +2 | +1 | +1 | Field diagnosis +3 | +2 | +1 |
| 4th | +2 | +3 | +1 | +1 | Contact | +2 | +2 |
| 5th | +3 | +3 | +2 | +2 | Field diagnosis +4 | +3 | +2 |
Field Diagnosis
Master physicians need to be able to figure out the ailments of their patients no matter what situation they find themselves in, be it a crowded hospital or in a war trench. Thanks to their extensive knowledge of medical practices, a master physician has a strong chance of discerning the exact injury or illness of their patient. When the master physician uses their Treat Injury skill to diagnose (see page 38 of Hero’s Guide), they add a +2 circumstance bonus to their skill check. This bonus increases by +1 at 3rd and 5th level.
Medical Mastery
At 2nd level, the master physician has become so used to the stress of their profession that they can cancel out the rest of the world and focus on what their patient needs. When making a Treat Injury check, the master physician may take 10 even if stress and distractions would normally prevent them from doing so. They become so certain in the use of Treat Injury that they can use it reliably even ender adverse conditions. (See Checks without Rolls on page 72 of the Revised Core Rulebook for more information on taking 10).
Contact
Thanks to their professional (and non-professional outings) the master physician always knows who they can reach out to for certain situations. At 2nd and 4th level, the master physician gains a contact (see page 286 of the Revised Core Rulebook for more information), but they must choose the kind of contact they gain. They can choose between an Information, Expert, or Resource contact.